EP1139310A2 - Bargeldloses und offenes Regelkreis Spielgerät und Verfahren, mit Intelligentem Informationsträger - Google Patents
Bargeldloses und offenes Regelkreis Spielgerät und Verfahren, mit Intelligentem Informationsträger Download PDFInfo
- Publication number
- EP1139310A2 EP1139310A2 EP01400743A EP01400743A EP1139310A2 EP 1139310 A2 EP1139310 A2 EP 1139310A2 EP 01400743 A EP01400743 A EP 01400743A EP 01400743 A EP01400743 A EP 01400743A EP 1139310 A2 EP1139310 A2 EP 1139310A2
- Authority
- EP
- European Patent Office
- Prior art keywords
- data
- monetary
- gaming machine
- credits
- monetary data
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Withdrawn
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Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
- G07F17/3248—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving non-monetary media of fixed value, e.g. casino chips of fixed value
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
- G07F17/3251—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving media of variable value, e.g. programmable cards, programmable tokens
Definitions
- the present invention relates generally to cashless gaming and, more particularly, to an open-loop cashless gaming system and method using portable smart data mediums to provide credits for playing gaming machines without requiring communication between the machines and any remote computer system linked thereto.
- Gaming systems have used a variety of mediums for exchanging money between gaming machines and players. Some common mediums of exchange include coins, bills, and tokens.
- Some common mediums of exchange include coins, bills, and tokens.
- a player inserts coins, bills, or tokens into a gaming machine to add credits to the machine.
- the player presses a cash-out or collect button and receives an appropriate number of coins or tokens in a cash-out hopper.
- Casinos conventionally make containers, such as cups or trays, available for players to keep their money. The player can then go to another gaming machine and insert the coins or tokens therein.
- Coins and tokens are somewhat undesirable mediums of exchange because they can be difficult for the player to handle, take up a lot of space and have to be frequently emptied from gaming machines (thereby interrupting play of the machines), and are generally dirty and can thereby transmit diseases among players.
- gaming establishments must spend a substantial amount of time, resources, and money to handle the coins and tokens. For example, any collected coins and tokens must be separated, counted, stored, and rolled for reuse. This process may involve dozens of people and requires expensive coin/token counting and wrapping devices.
- Another medium of exchange is a credit card as proposed, for example, in U.S. Patent Nos. 6,019,283, 5,959,277, 5,952,640, 5,811,772, 5,559,312, 5,457,306, and 5,038,022 to Lucero.
- a player in a gaming establishment feeds a general purpose charge card such as a VISA, MasterCard or AMERICAN EXPRESS card into a reader at a gaming machine or enters information relating to the general purpose charge card on a keyboard or other input device.
- a general purpose charge card such as a VISA, MasterCard or AMERICAN EXPRESS card
- the player then keys in a desired amount of playing credit and, optionally, a PIN (personal identification number) for automatic transmission to a remote financial institution (VISA or other charge card facility) either directly or through an intermediate transaction processing facility. Also transmitted are an identification of the gaming machine and the gaming operator. Upon approval of the requested playing credit, the gaming machine is enabled and thereafter a running net (balance) is kept for the player and/or each machine and/or the gaming operator by accounting for win-lose-draws. After the playing session is over, net playing credit information is automatically transmitted to the financial institution either directly or through an intermediate transaction processing facility so that the entire playing session can be a single line item on the player's regular statement from that financial institution.
- a PIN personal identification number
- the credit card may minimize disruptions in the playing of the gaming machine because the player need not walk away from the machine to obtain more money should he or she run out, there exists a strong public policy against allowing a person gambling to have easy access to the credit limit of their credit card at the gaming machine itself.
- the gaming machines must be provided with interface circuitry hooked up to a communications line so that information concerning the credit transaction can be transmitted between the financial institution and the gaming machines. Such circuitry adds to the cost of manufacturing the gaming machines. Also, the transmission of credit transaction information between the financial institution and the gaming machines can be time consuming.
- Another proposed medium of exchange is a magnetic strip card.
- a player opens a personal account stored in a central database of a gaming establishment, puts money into the personal account, and acquires a magnetic strip card that identifies the personal account
- the player can use the magnetic strip card to play any gaming machine equipped with a compatible card reader and linked to the central database containing the personal account.
- the gaming machine communicates with the central database.
- the gaming machine deducts wagers from the player's personal account and adds any winnings to the personal account.
- the magnetic strip card is easy to use, it is susceptible to fraud and damage. For example, most magnetic strip cards are extremely vulnerable to magnetic fields that can erase or damage the important monetary data stored on the card.
- the gaming machines must be provided with interface circuitry hooked up to a communications line so that information concerning wagers and winnings can be transmitted between the central database and the gaming machines.
- Yet another proposed medium of exchange is a bar-coded ticket, coupon, or cash-out slip.
- a plurality of gaming machines are linked to a remote central processing unit in a closed-loop system where each gaming machine is equipped with a bar code reader and a bar code printer.
- the printer prints a bar code on a ticket responsive to instructions from the central processing unit.
- the central processing unit generates the bar code to be printed on the ticket.
- the bar code typically represents the monetary value of the credits remaining on the gaming machine, along with a randomly-generated identification code, to permit the central processing unit to verify the validity and unique identification of the ticket at a later time.
- the bar code reader Upon insertion of the bar-code ticket into the bar code reader of the same or a different gaming machine, the bar code reader transmits a signal to the central processing unit corresponding to the bar code, and the central processing unit compares the bar code on the ticket with those stored in its memory which contains the value of the ticket, the identification code, and its status (e.g., "redeemed” or "not redeemed”). If the ticket has not already been redeemed, then credits corresponding to the monetary value of the ticket are added to the gaming machine.
- the closed-loop system relies upon linking the gaming machines to a remote central processing unit and requires communication between a gaming machine and the central processing unit each time a ticket is printed out by or inserted into the machine.
- Many game manufacturers do not also produce such closed-loop systems with "back end" central processing units and therefore would need to either build such a system or hook up to another company's system already installed in a gaming establishment.
- To hook up to another company's system would require the game manufacturer to install appropriate hardware and software in each gaming machine and use appropriate communications protocols for interfacing to the central processing unit. This process can cost considerable time, money, and resources and requires the cooperation of the company that makes the back end system.
- An open-loop cashless gaming system and method employ a portable smart data medium and a gaming machine.
- the smart data medium is embedded with a microcontroller having a memory storing first monetary data.
- monetary data as used herein is intended to mean data that represents an amount of money. The data could, for example, be in the form of a country's circulated currency (e.g., dollars and/or cents in the United States) or game credits.
- the gaming machine includes a visual display, a credit meter, and a receptacle for receiving the smart data medium.
- a player inserts the smart data medium into the receptacle.
- the first monetary data is transferred to the gaming machine and, if the monetary data is a currency amount, converted to a first number of credits that are added to the credit meter.
- the player can place wagers and play one or more cycles of the game of chance. Unless the player exhausts all of his or her credits, a second number of credits remain on the credit meter after the game of chance has been played.
- the second number of credits are converted to a currency amount (if the monetary data is a currency amount) and transferred to the memory of the smart data medium.
- the cashless gaming system and method are open-loop in that the credit-in and credit-out transactions are performed by the gaming machine without communicating with any remote computer linked to the machine.
- FIG. 1 depicts an "upright" gaming machine 10 including a primary housing 12 supported by a secondary housing or stand 14.
- the machine 10 further includes a visual or mechanical display 16, a central processing unit (CPU) 18 (see FIG. 2), a player interface section 20, a mechanical button panel 22, and an optional coin tray 25.
- the display 16 is mounted to an upper portion of the housing 12.
- the player interface section 20 is arranged on the housing 12 immediately below the display 16 and between the display 16 and the button panel 22.
- the button panel 22 is mounted to the housing 12 below the player interface section 20.
- the button panel 22 includes numerous mechanical buttons that, in response to being pressed by a player, cause the CPU to perform various game functions.
- the coin tray 25 is mounted to the housing 12 below the button panel.22.
- the display 16 can be visual or mechanical in nature. If the display is of the visual type, the display 16 may be a cathode ray tube (CRT), dot matrix, LED, LCD, electro-luminescent, or other visual display known in the art. A touch screen optionally overlays the visual display 16, If the display 16 is of the mechanical type, the display 16 may be a window with mechanical gaming components such as physical rotatable slot reels visible therethrough.
- CTR cathode ray tube
- dot matrix LED
- LCD electro-luminescent
- a touch screen optionally overlays the visual display 16
- the display 16 may be a window with mechanical gaming components such as physical rotatable slot reels visible therethrough.
- the player interface section 20 includes such features as a card reader 24 for receiving a player tracking card, a keypad and mini-display 26, an optional coin acceptor 28, an optional bill acceptor 30, and a receptacle 32 for receiving a smart data medium 34.
- a card reader 24 for receiving a player tracking card
- a keypad and mini-display 26 for receiving a player tracking card
- an optional coin acceptor 28 for receiving a bill acceptor 30
- a receptacle 32 for receiving a smart data medium 34.
- the keypad and mini-display 26 are used by service personnel to perform diagnostics on the gaming machine 10.
- the display 26 is also used as a billboard for advertising, announcing special awards, providing information to a player logged into the casino's computer network via the player tracking card reader, etc.
- the illustrated gaming machine 10 can accept money in the form of coins or tokens inserted into the coin acceptor 28, bills inserted into the bill acceptor 30, or monetary data stored in a smart data medium 34 inserted into the receptacle 32.
- the gaming machine 10 can dispense the money in the form of coins in the coin tray 25 and/or monetary data transferred to the smart data medium 34.
- the coin acceptor 28, the bill acceptor 30, and the coin tray 25 can be eliminated so that the gaming machine 10 is limited to transferring money to and from smart data mediums.
- FIG. 2 is a block diagram of an open-loop cashless gaming system, including the smart data medium 34 and a gaming machine 10, in accordance with the present invention.
- the smart data medium 34 is a smart card embedded with a serial access microcontroller and is based on an eight-bit CPU core 36.
- the smart card 34 includes the following on-chip memories with the following capacities: 128 Bytes of RAM 38, 6 Kbytes of User ROM 40, 1 Kbyte of System ROM 42, and 1088 Bytes of EEPROM 44. If the smart card is used to store player tracking information in addition to monetary data, the number of bytes of EEPROM can be increased to accommodate such information. Both the User ROM 40 and EEPROM 44 can be configured into two sectors.
- the User's Memory Access Control Matrix 46 provides protection against interaction between multiple applications running on the card, or against fraudulent software execution.
- the CPU 36 is coupled to the MACM 46 by an internal bus 48.
- the EEPROM 44 preferably employs highly reliable CMOS EEPROM technology with approximately 10 year data retention and 300,000 erase/write cycles endurance.
- the smart data medium 34 is fully compatible with the ISO standards for smart card applications. A smart card of the aforementioned type, as well as other suitable smart cards, are commercially available from STMicroelectronics of Rousset, France and various other smart card manufacturers.
- the portable microcontroller-based smart data medium 34 is illustrated as being in the shape of a card, the smart data medium 34 can have other shapes capable of housing a microcontroller.
- the smart data medium 34 can be in the form of a key.
- the internal bus 48 is protected from fraudulent use by security logic 49, and the MACM 46 sets up access rules from any memory section or sector. Furthermore, the CPU 36 runs security software that encrypts/decrypts data transferred between the smart data medium 34 and the gaming machine 10.
- serial I/O interfaces 50 and 52 When the smart data medium 34 is inserted into the gaming machine 10, the smart data medium 34 and the gaming machine 10 communicate via respective serial I/O interfaces 50 and 52.
- the interfaces may be implemented with a Universal Serial Bus (USB), FirewireTM, or any other suitable link recognized by a person skilled in the art.
- the serial I/O interfaces 50 and 52 preferably include mating electrical contacts, and serial interface 52 signals a central processing unit (CPU) 18 when a player has fully inserted the smart data medium 34 into the receptacle 32 (see FIG. 1) and thereby mated the contacts.
- the CPU 36 on the smart data medium 34 transfers the monetary data on the smart data medium 34 to the serial interface 52 of the gaming machine 10 via the serial interface 50.
- the CPU 18 of the gaming machine 10 reads the transferred monetary data from the serial interface 52, and adds a number of credits corresponding to the transferred monetary data to a credit meter 60. If the transferred monetary data is a currency amount such as $25, the CPU 18 converts this currency amount to credits and then increments the credit meter by the number of credits equal to this currency amount. For example, if the minimum wager on the gaming machine 10 is $1, then a currency amount of $25 would correspond to 25 credits. This credit-in transaction is performed by the gaming machine 10 without communicating with any remote computer linked to the gaming machine 10.
- the CPU 18 then executes a game program in system memory 54 and generates a game of chance on the display 16.
- the game of chance may for example be a slot game including animated or mechanical reels with symbols displayed thereon.
- the game of chance may be poker, blackjack, keno, bingo, roulette, or any other game that is played in response to a wager and awards a payoff if the game outcome matches predetermined criteria.
- the player may select a number of pay lines to play and a number of credits to wager via push-buttons 54 or a touchscreen 56 overlaying the display 16.
- the credit meter 60 is decremented by the number of wagered credits.
- the game of chance commences in response to the player pressing a "spin" push-button or touch field or pulling a handle, causing the CPU 18 to set the animated reels in motion, randomly select a game outcome and then stop the reels to display symbols corresponding to the pre-selected game outcome.
- certain of the game outcomes cause the CPU 18 to enter a bonus mode causing the display 16 to show a bonus game.
- the system memory 54 stores control software, operational instructions and data associated with the gaming machine 10.
- the memory 54 comprises a separate read-only memory (ROM) and battery-backed random-access memory (RAM). It will be appreciated, however, that the system memory 54 may be implemented on any of several alternative types of memory structures or may be implemented on a single memory structure.
- the CPU is operable in response to instructions from the CPU 16 to award a payoff of credits to the player in response to certain winning outcomes which might occur in the game of chance.
- the credit meter 60 is incremented by the awarded payoff of credits.
- the payoff amounts corresponding to certain combinations of reel symbols in the game is predetermined according to a pay table stored in system memory 54. If the game has a bonus mode, the payoff amounts corresponding to certain outcomes of the bonus game are also stored in system memory 20.
- the player can press a "card return" push-button or touch field.
- the CPU 18 converts any credits remaining on the credit meter 60 to a currency amount (if the monetary data on the smart data medium should be a currency amount) and then transfers the currency amount to the serial interface 50 of the smart data medium 34 via the serial interface 52.
- the CPU 36 of the smart data medium 34 reads the transferred currency amount from the serial interface 50 and stores that amount in the EEPROM 44. This credit-out transaction is performed by the gaming machine 10 without communicating with any remote computer linked to the gaming machine 10.
- the smart data medium 34 is discharged from the receptacle 32 (see FIG. 1).
- the discharged smart data medium 34 may be re-valued at a teller machine or cashier if necessary, and used with another gaming machine in the same manner as described above.
- FIG. 3 is a flowchart of a gaming method implemented with the open-loop cashless gaming system.
- a player inserts cash into and purchases a smart data medium 34 from a teller machine or a cashier in a gaming establishment. If the smart data medium 34 is purchased directly from a teller machine, the teller machine can be designed to add specific preset amounts or any amount of money to the smart data medium. If the smart data medium 34 is purchased from a cashier, the cashier may have a similar teller machine at the cashier's station or, alternatively, may have "pre-written" smart data mediums of different values.
- the pre-written smart data mediums could be available in $25 increments, e.g., $25, $50, $75, etc.
- the purchase amount is stored as monetary data in the EEPROM 44.
- the player can use any gaming machine equipped with a receptacle 32 (see FIG. 1). If the player needs to add money to the smart data medium 34, the player can return to the teller machine or the cashier and revalue the smart data medium 34.
- the player inserts the smart data medium 34 into the receptacle at step 62.
- the CPU 36 on the smart data medium 34 transfers the monetary data stored in the smart data medium's memory 44 to the machine's serial interface 52 via the smart data medium's serial interface 50.
- the CPU 18 of the gaming machine 10 reads the transferred monetary data from the machine's serial interface 52 and, if the monetary data is a currency amount, converts the data into credits.
- the CPU 18 checks the number of credits corresponding to the transferred monetary data.
- the smart data medium may be returned to the player at step 70 or the CPU may prompt the player to insert money into the machine via the bill or coin acceptor. If, however, the number of credits is greater than zero, the CPU 18 causes the display to ask the player how many credits to add to the credit meter 60 at step 72.
- the player enters the number of credits via the push-buttons 56 and/or the touchscreen 58. The player's request, of course, is denied if he or she enters more credits than are available based on the monetary data from the smart data medium 34.
- the credit meter 60 is incremented by the entered number of credits.
- the player cannot select the number of credits to add to the credit meter. Instead, the number of credits corresponding to the monetary data on the smart data medium is automatically added to the credit meter. Therefore, in the above example, 50 credits are automatically added to the credit meter 60 in response to insertion of the smart data medium 34 into the receptacle 32.
- the player can place wagers and play one or more rounds of the game of chance at step 78.
- the credit meter 60 is decremented by the number of wagered credits and incremented by any payoff resulting from a winning outcome (step 80). Unless the player exhausts all of his or her credits, a certain number of credits remain on the credit meter after the game of chance has been played.
- the CPU 18 checks the number of credits remaining on the credit meter 60 at step 84. If the number of credits is zero, the smart data medium is returned to the player at step 86.
- the CPU 18 converts the credits remaining on the credit meter 60 to a currency amount at step 88 (if the monetary data on the smart data medium should be a currency amount) and transfers the currency amount to the smart data medium's serial interface 50 via the machine's serial interface 52 at step 90.
- the CPU 36 of the smart data medium 34 reads the transferred currency amount from the smart data medium's serial interface 50 and transfers that amount to the smart data medium's memory 44,
- the CPU 18 of the gaming machine 10 also resets the credit meter 60 to zero at step 92,
- the smart data medium 34 is discharged from the receptacle at step 94.
- the CPU 18 in response to the player activating the "collect” or “credit-out” push-button or touch field, the CPU 18 causes the display to ask the player how many credits on the credit meter 60 to return to the smart data medium 34.
- the player enters the number of credits via the push-buttons 56 and/or the touchscreen 58. Only the entered number of credits is converted to a currency amount (if the monetary data on the smart data medium should be a currency amount) and transferred to the smart data medium 34, which is subsequently discharged. Any credits still remaining on the credit meter 60 following this transfer can either be used to play additional rounds of the game of chance or cashed-out in coins or tokens discharged into the coin tray 25 (see FIG. 1).
- the CPU 18 does not increment and decrement the credit meter 60 as the gaming machine 10 is played. Rather, the CPU 18 effectively bypasses the credit meter 60 and directly adds money to, or subtracts money from, the smart data medium 34. If the monetary data in the smart data medium's memory 44 is a currency amount, the CPU 18 performs any necessary conversions between game credits and currency amounts.
- any activity in which the gaming machine reads data from the smart data medium, processes the data, and writes data to the smart data medium may be stored in a permanent memory log in the system memory 54 for verification purposes in the event of a dispute.
- the monetary data stored on the smart data medium 34 could be in the form of credits instead of a country's circulated currency.
- the monetary data would not need to be converted to credits when transferred to the gaming machine 10 and, similarly, the credits would not need to be converted back to currency when transferred to the smart data medium 34.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US534406 | 1990-06-07 | ||
US53440600A | 2000-03-22 | 2000-03-22 |
Publications (2)
Publication Number | Publication Date |
---|---|
EP1139310A2 true EP1139310A2 (de) | 2001-10-04 |
EP1139310A3 EP1139310A3 (de) | 2003-09-10 |
Family
ID=24129895
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP01400743A Withdrawn EP1139310A3 (de) | 2000-03-22 | 2001-03-22 | Bargeldloses und offenes Regelkreis Spielgerät und Verfahren, mit Intelligentem Informationsträger |
Country Status (4)
Country | Link |
---|---|
EP (1) | EP1139310A3 (de) |
AU (1) | AU2981401A (de) |
CA (1) | CA2341930A1 (de) |
ZA (1) | ZA200102381B (de) |
Cited By (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6601771B2 (en) * | 2001-04-09 | 2003-08-05 | Smart Card Integrators, Inc. | Combined smartcard and magnetic-stripe card and reader and associated method |
US6852031B1 (en) | 2000-11-22 | 2005-02-08 | Igt | EZ pay smart card and tickets system |
US6969319B2 (en) | 2001-08-07 | 2005-11-29 | Igt | Game oriented promotional card |
EP1615182A2 (de) * | 2004-07-08 | 2006-01-11 | Aruze Corp. | Spielgerät und Spielsystem |
US7311605B2 (en) | 2002-06-12 | 2007-12-25 | Igt | Player tracking assembly for complete patron tracking for both gaming and non-gaming casino activity |
US7762888B2 (en) | 2001-08-07 | 2010-07-27 | Igt | Game oriented promotional card |
US7883417B2 (en) | 2000-04-07 | 2011-02-08 | Igt | Gaming machine communicating system |
US7927211B2 (en) | 2002-04-02 | 2011-04-19 | Igt | Gaming environment including portable transaction devices |
US7993197B2 (en) | 2001-08-10 | 2011-08-09 | Igt | Flexible loyalty points programs |
US8834254B2 (en) | 2011-09-06 | 2014-09-16 | Wms Gaming, Inc. | Account-based-wagering mobile controller |
US8876608B2 (en) | 2000-04-07 | 2014-11-04 | Igt | Virtually tracking un-carded or anonymous patron session data |
US9483907B2 (en) | 2007-08-17 | 2016-11-01 | Aristocrat Technologies Australia Pty Limited | Gaming system |
Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8430749B2 (en) | 2001-08-10 | 2013-04-30 | Igt | Dynamic casino tracking and optimization |
US7946917B2 (en) | 2001-08-10 | 2011-05-24 | Igt | Flexible loyalty points programs |
US8979646B2 (en) | 2002-06-12 | 2015-03-17 | Igt | Casino patron tracking and information use |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
FR2691561A1 (fr) * | 1992-05-21 | 1993-11-26 | Gemplus Card Int | Système de paiement pour machine à jeux. |
EP0360613B1 (de) * | 1988-09-22 | 1995-01-04 | Bally Gaming International, Inc. | Spielgerätdatenübertragungssystem |
WO1996007164A1 (fr) * | 1994-08-31 | 1996-03-07 | Gemplus | Lecteur de carte pour machine de jeux |
DE19710361A1 (de) * | 1997-03-13 | 1998-09-17 | Adp Gauselmann Gmbh | Verfahren zum Betreiben eines münzbetätigten Unterhaltungsautomaten |
-
2001
- 2001-03-21 CA CA 2341930 patent/CA2341930A1/en not_active Abandoned
- 2001-03-22 AU AU29814/01A patent/AU2981401A/en not_active Abandoned
- 2001-03-22 ZA ZA200102381A patent/ZA200102381B/xx unknown
- 2001-03-22 EP EP01400743A patent/EP1139310A3/de not_active Withdrawn
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0360613B1 (de) * | 1988-09-22 | 1995-01-04 | Bally Gaming International, Inc. | Spielgerätdatenübertragungssystem |
FR2691561A1 (fr) * | 1992-05-21 | 1993-11-26 | Gemplus Card Int | Système de paiement pour machine à jeux. |
WO1996007164A1 (fr) * | 1994-08-31 | 1996-03-07 | Gemplus | Lecteur de carte pour machine de jeux |
DE19710361A1 (de) * | 1997-03-13 | 1998-09-17 | Adp Gauselmann Gmbh | Verfahren zum Betreiben eines münzbetätigten Unterhaltungsautomaten |
Cited By (15)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8876608B2 (en) | 2000-04-07 | 2014-11-04 | Igt | Virtually tracking un-carded or anonymous patron session data |
US7883417B2 (en) | 2000-04-07 | 2011-02-08 | Igt | Gaming machine communicating system |
US6852031B1 (en) | 2000-11-22 | 2005-02-08 | Igt | EZ pay smart card and tickets system |
US7080782B2 (en) | 2001-04-09 | 2006-07-25 | Smart Card Integrators, Inc. | Combined smartcard and magnetic-stripe card and reader and associated method |
US6601771B2 (en) * | 2001-04-09 | 2003-08-05 | Smart Card Integrators, Inc. | Combined smartcard and magnetic-stripe card and reader and associated method |
US6969319B2 (en) | 2001-08-07 | 2005-11-29 | Igt | Game oriented promotional card |
US7762888B2 (en) | 2001-08-07 | 2010-07-27 | Igt | Game oriented promotional card |
US7993197B2 (en) | 2001-08-10 | 2011-08-09 | Igt | Flexible loyalty points programs |
US7927211B2 (en) | 2002-04-02 | 2011-04-19 | Igt | Gaming environment including portable transaction devices |
US7311605B2 (en) | 2002-06-12 | 2007-12-25 | Igt | Player tracking assembly for complete patron tracking for both gaming and non-gaming casino activity |
EP1615182A3 (de) * | 2004-07-08 | 2006-01-18 | Aruze Corp. | Spielgerät und Spielsystem |
EP1615182A2 (de) * | 2004-07-08 | 2006-01-11 | Aruze Corp. | Spielgerät und Spielsystem |
US9483907B2 (en) | 2007-08-17 | 2016-11-01 | Aristocrat Technologies Australia Pty Limited | Gaming system |
US9846991B2 (en) | 2007-08-17 | 2017-12-19 | Aristocrat Technologies Australia Pty Limited | Gaming system |
US8834254B2 (en) | 2011-09-06 | 2014-09-16 | Wms Gaming, Inc. | Account-based-wagering mobile controller |
Also Published As
Publication number | Publication date |
---|---|
EP1139310A3 (de) | 2003-09-10 |
CA2341930A1 (en) | 2001-09-22 |
AU2981401A (en) | 2001-09-27 |
ZA200102381B (en) | 2002-09-23 |
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